It makes me realize that maybe we aren't so right after all. Maybe we need to come up with a treaty for each primal, rather than slay them. The only ones that should be slain are the ones that have no care for those that called to them.





It makes me realize that maybe we aren't so right after all. Maybe we need to come up with a treaty for each primal, rather than slay them. The only ones that should be slain are the ones that have no care for those that called to them.
They are needed to be slain because they drain the world of its aether. It really doesn't matter if they're good or bad, the outcome of their prolonged existence remains the same.



We tried to win Ifrit as our ally. You know, the enemy of my enemy is my friend.
It failed.
Lord Errant
I think the battle system before the devs changed it for the job system?
Let's see:
no auto-attack
stamina bar
90% of all skills was able to equip with every other class after learning them (how many was dependent on the current class level). Exceptions were the standard attack skills that cost no TP and skills bought in the guilds with guild marks earned by leves.
TP bar - fill up the TP bar with standard skills that cost no TP (comes with the equipped weapon) to earn enough TP for weapon skills.
Exp from an enemy was dependent on the total hits (not dmg) on the enemy before it died. DoTs and debuff skills was seen as exp-killers, because they reduced the amount of hits before the enemy die. The longer a battle needed, the better the exp at the end.
AoE toogle for DoM - it allowed to switch between Aoe and single target for all spells like in the classis FF games (Nintendo and PS1 era).
Last edited by Felis; 01-01-2016 at 09:40 AM.




To add to this, any class could equip any armor regardless of level. You'd see a lot of mages running around in heavy armor because "they liked it." I had a conjurer in a coatee set dyed red because, "it made her feel like a red mage."
Leveling was almost exclusively done through guild leves. Someone correct me if I'm wrong, but initially you gained six allowances every 30 hours or so. There were behests that occurred every 30 minutes at each camp that were also there for exp. However, there were only 8 party slots available (later increased to 16). Once the party filled, you either had to go to another camp and try to talk to the NPC in time to participate there or wait half an hour to try for a spot then.



8 battle/gathering leves and 8 crafting leves every 36 hours (not building up if you missed to do leves before the next leve reset).
It gave the game a "3 days rhythm" feeling:
Day 1 - leves
Day 2 - leves
Day 3 - do whatever you want (no new leves until next day)
It was the other way. 1.0 started with 15 players max. in a party and it got reduced to 8 players some months later.
Last edited by Felis; 01-01-2016 at 10:22 AM.
Thanks for the explanation, it does share similarities with WoW in some ways though. TP bar is similar to Paladin's resource (whatever it was called) and Rogue's energy, Warrior's rage, and others too I believe. You used normal abilities which were rather weak to build up a resource in which you spent on stronger abilities. Never liked that myself too much, but it was quite common in MMOs for whatever reason. AoE toggle also existed on some classes, namely Rogue (as I mained one).
I think the battle system before the devs changed it for the job system?
Let's see:
no auto-attack
stamina bar
90% of all skills was able to equip with every other class after learning them (how many was dependent on the current class level). Exceptions were the standard attack skills that cost no TP and skills bought in the guilds with guild marks earned by leves.
TP bar - fill up the TP bar with standard skills that cost no TP (comes with the equipped weapon) to earn enough TP for weapon skills.
Exp from an enemy was dependent on the total hits (not dmg) on the enemy before it died. DoTs and debuff skills was seen as exp-killers, because they reduced the amount of hits before the enemy die. The longer a battle needed, the better the exp at the end.
AoE toogle for DoM - it allowed to switch between Aoe and single target for all spells like in the classis FF games (Nintendo and PS1 era).
The skill sharing is interesting though, I want and don't want that in FFXIV at the same time. It might force me to level up every other class which I'd hate, but it would bring some much needed variety at the same time. >_< I do wish they'd bring back the ability to wear any armour set, why can't I be an armoured Ninja when I can be a Ninja wearing a Reindeer suit?
That part of the post was a joke, in case you missed it.I disagree with your views on crafting. Crafting already is complex enough and I like it how it is. The worst thing they could do is replicate FFXI system where you had a minute chance of gaining skill points at any level and you always had a random chance of failure and to lose all your materials. Sorry but I did not find it fun at all.
What do you mean? There isn't a single craft that doesn't required materials made by other professions. With leatherworking many recipes require weaving. Many weaving recipes also require leatherworking still contrary to what you are saying. Maybe you could elaborate?
Do you enjoy being punished? What is fun or engaging about a fatigue system? It's a punishment for playing the game. Why would you want that?


XIV's means of gaining TP through regular attacks to use more powerful skills would be closer to FFXI's combat system, which worked similarly. In XI, TP is gained through standard attacks, or being hit (or through some skills or items), and then used for more powerful skills. Of course, the idea of "fill meter, use powerful skill" is something that's been used throughout the FF series in one form or another for a long time now. So, they didn't even have to leave their own series to find the inspiration for that system in XIV 1.x.Thanks for the explanation, it does share similarities with WoW in some ways though. TP bar is similar to Paladin's resource (whatever it was called) and Rogue's energy, Warrior's rage, and others too I believe. You used normal abilities which were rather weak to build up a resource in which you spent on stronger abilities. Never liked that myself too much, but it was quite common in MMOs for whatever reason. AoE toggle also existed on some classes, namely Rogue (as I mained one).
That system is still present in ARR.
You can use cross-class abilities now. Classes have access to more of them, to allow for the flexibility the Class system is designed around. Jobs are more restricted, and have access to fewer cross-class abilities, but gain a number of unique Job-specific abilities.
Last edited by Preypacer; 01-01-2016 at 10:31 PM.




It was either guildleves, or by getting power leveled out by Nophica's Wells.

Wow. Did titan just sacrifice himself for his followers? I guess the primals aren't as black and white as the scions and ascians would have you believe.https://www.youtube.com/watch?v=UO2QFM2a8PQ
Original titan cutscene for 1.0. You can see why the Warriors of Light do what they do. You can see that Titan cares about the Kobolds. You can see how angry he is and what a fierce fight this is going to be.
Where was that story in 2.0? Why did it get cut out? It's both beautiful and terrifying. Makes me respect Titan a whole lot more!
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.
Reply With Quote







